- Main
- typedef Hardware*BufferSharedPtr instead of inheriting
- MeshManager: Allow vertex blend weights to be stored in various formats
- Mesh: Add getHardwareBufferManager/setHardwareBufferManager to be able to have software only meshes that could be cloned and loaded
- STBICodec: save one memcpy during loading
- Fix StringUtil::match method doesn't work correctly in some cases.
- RenderSystemCapabilities: add RSC_MAPBUFFER for GLES2 mode
- Correctly calculate ETC compressed image memory size
- DDSCodec: Added support for more dds formats
- fixed memory leaks in FreeImageCodec::decode() when it throws an exception
- hide memory allocations behind MemoryDataStream
- various -Wshorten-64-to-32 fixes
- deprecate UserObjectBindings::getEmptyUserAny
- OgrePixelFormat: deprecate isValidExtent (unused)
- deprecate DistanceLodStrategy alias
- DX9/ DX11:
- added mappings for normalized vertex formats (valid only for vertex shaders >= 2.0)
- GLSupport
- add GLTextureCommon::getMaxMipmaps
- merge OgreGLUniformCache implementations
- merge GLSL[ES]ProgramManager::parseGLSLUniform
- merge StateCacheManager implementations
- GLXWindow - correctly set mVisible
- GL*
- Store per-context StateCacheManager in context rather than in auxiliary map.
- StateCacheManager - fix setEnabled condition
- disable caching of glBlendFunc for now
- fix reusing renderbuffers
- add normalized VertexElementTypes
- use StateCacheManager to cache alphaToCoverage value
- Remove GLSupport::mStateCacheManager reference, obtain it directly from GL3PlusRenderSystem. Reduce GLSupport omnipresence.
- Avoid potential crash due to the Ogre hardware resources outlives last OpenGL context during shutdown
- GL & GLES2: StateCacheManager - delete should also drop unbound buffers
- GL & GLES2: fix setting passIterationUniform
- GL3+ & GLES2: Fixed usage of glFlushMappedBufferRange - The specified subrange to flush is relative to the start of the currently mapped range of the buffer
- GL3Plus
- VAOs represent VertexDeclarations not a ShaderPrograms
- bound attributes should be cached per VAO and not at the RS
- GLES2
- do not send PolygonMode through StateCache. There is only GL_FILL
- GLES2RenderSystem::mScissor is not state cache, it is request from scene manager. Should be set to GL context unconditionally, and may be further cached there
- GLES2: make UniformCache per Shader to support seperable programs
- glesw - parse context version in a GLES2 compatible way
- Revert "use the same matrix transpositon logic as GL & GL3Plus"
- move mDiscardBuffers from StateCacheManager to EAGLES2Context
- unset RSC_MAPBUFFER for Mali chipsets when GLES2 is not available
- viewport should be cached per-context, not in render system
- Restore ability to compile shader as both GLSL and GLSL ES via predefined macro GL_ES
- make UniformCache per Shader to support seperable programs
- GL
- avoid significant performance penalty on Apple multithread renderer due to the glGetXxx calls - cache GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT
- RTSS
- add support for custom BlendWeightsBaseElementTypes
- GLSL - fix DQ Skinning Shadow shaders for 1, 3 and 4 weights
- HLMS:
- hide SubStringRef inside HlmsShaderGenerator
- HlmsShaderGenerator: fix size_t conversion on MSVC 2013
- use normal preprocessor instead of HLMS for GLES detection
- HLMS: drop some unused DefaultProperties
- Python:
- add OgreNumpy bridge
- correctly wrap Hardware*Buffers
- call find_package(PythonInterp) first to get the currently active Python version by default with a consistent version of PYTHON_LIBRARIES.
- allow using python3 on Ubuntu 14.04
- Remove GCC flags for MSVC building
- Bites:
- assert instead of crashing if DEFAULT_RESOURCE_GROUP is empty
- CameraMan - initialise mStyle
- Trays - various -Wshorten-64-to-32 fixes
- fix wrong clamp condition in SelectMenu::setItems
- fix linking static SDL2 on windows
- Docs:
- HLMS - we only have Datablocks in 1.10
- RenderSystem::preExtraThreadsStarted - improve formatting
- Setup - reference RenderSystem extension API
- BuildingOgre: update Dependencies part and general cleanup
- Samples
- Bootstrap - use complete main method
- Browser - copy gestureDetector from ndk_helper
- SinbadCharacterController - initialise m*AnimID
- EndlessWorld - fix use after free
- CMake
- Android: only link against android_native_app_glue when needed
- clarify OGRE_CONFIG_THREADS and deprecate options 1 and 2
- CMakeConfig: explicitly link against dl in static build
- Dependencies - specify --config to get right build_type on MSVC
- use the same directory layout on Windows as on Linux
- windows: make sure that all required DLLS are copied
- Tests:
- correctly set MSAA and VSync. Disable VSync by default.
- RadixSort - use correct integer limits
- regression test for StringUtil::match
- use MODULATIVE shadows in tests so they are still useful
- Android
- cleanup AndroidManifest.xml
- export ANativeActivity_onCreate instead of calling app_dummy()
- CI: update android NDK to 15b
- iOS
- added EAGL2Window::setHidden() implementation
- Allow to build Ogre+EAGL2 with ARC enabled
- avoid flood of XCode warnings about unused property - reasons against Thumb on armv6 are not actual for Thumb2 on arm7 (available since iPhone 3GS, that is prerequisite for GLES2 too)
- Avoid OpenGL driver whining on EAGLES2Context::destroyFramebuffer() when there are no any.
- Avoid resizing of the just created window on retina devices, caused by mixing pixels and viewpoints.
- Create all EAGLES2Context in one sharegroup, so that GL resources could be shared
- distinguish parameters measured in view points and pixels
- Implement endCurrent()
- Prevent multiple gleswInit() invocations
- OSX
- Don`t crash if client passed miscParams without "contextProfile" specified
- Fixed double retain for UIWindow
- GL*: flush on context switching to ensure that gl resources queued for creation in the current context would be visible after switching